You need the desktop version of jPCT to do this. Load your object with the desktop version and use the DeSerializer class to serialize it. You can serialize it in a special format for Android in case you don't want to load it on the desktop again.

You load the model in the desktop version as you do now in jPCT-AE (remember to call build() on it for best results). Then create an instance of the DeSerializer class and call serialize() to serialize the mesh (in reduced mode by setting that attribute to true). Load the resulting file in jPCT-AE.

The desktop version isn't running properly.I am getting this as an error in the desktop version..please see to it.

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Loading Texture...box.jpgJava version is: 1.7.0_01-> support for BufferedImageVersion helper for 1.5+ initialized!-> using BufferedImageSoftware renderer (OpenGL mode) initializedSoftware renderer disposedException in thread "main" java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path at java.lang.ClassLoader.loadLibrary(Unknown Source) at java.lang.Runtime.loadLibrary0(Unknown Source) at java.lang.System.loadLibrary(Unknown Source) at org.lwjgl.Sys$1.run(Sys.java:73) at java.security.AccessController.doPrivileged(Native Method) at org.lwjgl.Sys.doLoadLibrary(Sys.java:66) at org.lwjgl.Sys.loadLibrary(Sys.java:95) at org.lwjgl.Sys.<clinit>(Sys.java:112) at org.lwjgl.opengl.Display.<clinit>(Display.java:135) at com.threed.jpct.GLHelper.findMode(GLHelper.java:63) at com.threed.jpct.GLHelper.findMode(GLHelper.java:58) at com.threed.jpct.GLHelper.init(GLHelper.java:156) at com.threed.jpct.GLRenderer.init(GLRenderer.java:24) at com.threed.jpct.FrameBuffer.enableRenderer(FrameBuffer.java:1134) at com.threed.jpct.FrameBuffer.enableRenderer(FrameBuffer.java:753) at com.threed.jpct.FrameBuffer.enableRenderer(FrameBuffer.java:700) at HelloWorldOGL.loop(HelloWorldOGL.java:38) at HelloWorldOGL.main(HelloWorldOGL.java:16)

The desktop version runs fine...you just haven't added the native libraries to the library path. Refer to the wiki for more information. Anyway, for just creating serialized files, you don't need to do this. You need no World, no FrameBuffer....just load the file, call build() and serialize it. You only need something like 4 or 5 lines of code for this.

No, that's normal. The ser-format is more or less a memory dump without any compression being used. The loader loads it very fast and rendering performance isn't affected by the file format. It will use less memory once loaded and stripped (remember to call strip() on it in your App if possible) You can zip the ser-file and load it via a ZipInputStream if you want to, but that only reduces storage space needed. Please note that this particular model contains polygons with more than 4 points. jPCT won't render them correctly, which is why the loader prints out the warning.

Okay, I have one more Question to ask.There is an OBJ file named minicooper.OBJ of size more than 6 MB which took 30sec to load on a device powered with mali.Anyways the point is, I got it serialized to a size of 10Mb, Now wont that increase the size of my Apk ?